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Low magic custom classes

Joshua Dyal said:
After talking about it a bit in the main forum, I cobbled up some rules for a low magic version of D&D, including a "low magic" spell-casting class, a non-magic ranger variant (heavily based on the WoT Woodsman) and a non-supernatural monk variant, a combination of the WoT algai'd'siswai and the PHB monk.

Of course, the low magic spell-caster will be terribly unbalanced if you give out magic items to the other classes as the DMG says, so this assumes they will be similarly constrained by the low magic of the setting.

Check them out here.

Not bad! I will probably use the martial artist and the woodsman with some mods. I was planning to use something like them anyway and this way I can put WOT lower on the shopping list ;)

Myself I would have kept the wonky saves for the woodsman but thats just me...
 

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KK, got to look up you're question. No, not really. The Woodsman really has two poor saves and one intermediate save, with no good saves. That intermediate level save isn't something that D&D has (although there's no reason why it couldn't, I suppose.)
 

There might be a problem with your cleric and druied mage variants. What do you get when you combine unlimited spells per day (balanced by ability and subdual damage) with healing magic for both HP and ability damage? A potential infinite loop.

With a high Will save, those casters can cast Lesser Restoration to remove more ability damage than they take. With a +10 Will save at level 8 (14 WIS and Iron Will), the caster could cast Lesser Restoration with only a 10% chance of taking ability damage. So he gains 2.5 points back, and loses .25. The CLW to remove his subdual damage deals an average of .065 damage, so the caster gains a bit more than 2 INT points each cycle. So he can cast an Extended Bull's STR for 4 subdual and less than 1/2 an INT. By combining Lesser Restorations with Cure Light Wounds, he could keep ahead on both HP and Int damage. 4th level spells would be a bit dicier, but he should still keep ahead.

So the "cleric" casts some long duration buff spells, then cures his damage, then repeats. Assuming he isn't striken by a bout of terrible luck, then he could nail everyone in the group with Bull's STR, Endurance, GMW, and Magic Vestment. And he could also sling some auguries and divinations, too.

A "druid" could pull the same trick, but their spells wouldn't work as well for it.
 

Good point. I'm actually thinking of switching to the Witch spell list for this class, and having only that. However, the problem would still exist to a lesser extent. I'll have to think on that one.
 

You may just want to reduce the power of both curing and restoration spells.

For example, you could change the Cure line of spells so they're more like the Healing in WoT. That way, people couldn't cure subdual damage. Eventually, the subdual damage would add up and prevent further spellcasting.
 

The alternate magic system I use is very similar to yours but I rip off the Star Wars D20 force rules (gotta make up for that sticker price somewhere). I also am running a "low magic" game world.

In order to cast the spell, the caster rolls a spellcraft check against a DC of 13 plus twice the effective spell level.

Then the caster resists drain, a will save of 15 plus twice the ESL.

If the caster fails to resist drain the character takes subdual damage of twice the ESL.

I made an excel spreadsheet to alleviate the calculation problems and that seems to calm all the spell caster players.

I was sick of hearing people complain that their casters were ineffective because they didn't prepare the right spell (mages) or they didn't have the spell in the first place (sorcerers). So I got rid of the sorcerer class completely and have wizards cast as often as they like. They get feats that are simply described as "Cast x level arcane spells" when they could normally cast a certain level spell based on the PHB spell progression table.

Effective spell level was my solution to incorporate the metamagic feats and so far it has worked beautifully. simply add 4 to the level of the spell for a quickened spell to get the ESL for example.

The first problem when playtesting this was a caster that could cast healing spells. Why cast cure serious wounds and risk drain when you could instead cast plenty of cure light wounds and have no risk for drain? My solution was that there was one "healing" spell and the casters would cast their best healing spell available every time they cast. It really helps with the "low magic" setting.

Clerics and Druids tend to have a much easier time resisting drain, but their spells are not quite as potent so it works out pretty well.

Then there's the whole force rules rip-off that I used. I basically use Force Points but changed the name to Divine Intervention Points. Players get one per level or one for heroic merit as dictated by the DM. I won't get into the exact mechanics of how force points work because of copyright reasons, but you can basically use the DIPs to give yourself extra d20s on a full round of checks involving d20s. This works great for spellcasters that want to get off a quickened, empowered spell and they're only 7th level caster.

Here's the catch. Those of you who are familiar with SW-RPG remember there's three columns for how many extra d20s you get: Light side, Non- Force, and Dark side. All spellcasters begin as light side users, regardless of initial alignment. IF a caster uses a direct-damage, draining, or destructive spell (ala jedi force use) they receive a dark side point (or taint, as I like to call it). Once you receive enough of these points, your non-destructive spell casting suffers greatly, while your destructive spellcasting improves (not a good trade off mechanically either). Spellcasters always think twice about casting direct damage spells because they will have to make a will save of DC 13+ twice ESL or get a point of taint.

Surprisingly, my players that normally toss fireballs like skittles like this rule. One player that made an invoker likes the rule because it forces him to use his other spells more creatively. It also helps in a role-playing setting because spell casters are regarded more with fear (clerics to a lesser degree of course). Naturally all the players like the DIPs system as well.

And yes, skill focus (spellcraft) and Iron Will are now very popular feats. Unfortunately I don't have my house rules sheets here at work so I could post the numbers with more confidence, but those seem pretty close.

BTW, I also like your ranger class, I have done a similar "Monte Cook" style varient eliminating the spell capability and giving them a couple other feats and class exclusive abilities instead.
 

With the Mage class, is there a particular reason why all of the ability damage is done to Intelligence? It seems like you're attempting to simulate the strain on the body and mind, in which case maybe the PC should be fatigued after a failed save, or exhausted if already fatigued. An exhausted mage may either not cast spells at all, or at best with a severe penalty to the spellcraft roll.

A rule I'm using in my campaign splits the Spellcraft skill into the different schools of magic (Abjuration, Enchantment, etc...) and wizards must advance each school separately. I know this doesn't directly tie into your class, but it is another way to limit spellcasters.

You're welcome to take or leave these ideas as you see fit.

Jonathan
 

Damage is done to INT because that's the stat that you use to cast spells. If you take temporary ability damage in INT, you're ability to cast further spells is curtailed. I might change that, though: I've been thinking about assigning all spells a stat that they effect when cast.

Force users is another idea that I never developed, but was seriously considering for a long time. It'd take a little rewriting of the classes to integrate the system (and some renaming of the force powers as spells, probably) but I seriously considered that option at one point, and I haven't really abandoned it yet.

I'd be curious to see some more detail on your system and how you did it.
 

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